Haha, whoops! I got the order of it wrong, it should draw a card before putting itself on top of the draw pile.
Ping ($1, Fire)
Spell - Burn
Deal 1 damage to a unit or building.
Draw a card.
You may put Ping on top of your draw pile.
Machine gunning with two pings is still possible, though, but maybe isn’t consistent enough to be imbalanced? Here’s a fix for that regardless:
Ping ($1, Fire)
Spell - Burn
Deal 1 damage to a unit or building.
Draw a card if you haven’t already Pinged this turn.
You may put Ping on top of your draw pile.
Spending a card and a gold for one damage doesn’t seem worth it, so I’d like to keep a draw on it even if it’s conditional. Thoughts? Does it target too much?
Okay so I thought about this one recently and I got a way to potentially make him feel more farmy
Morningstar Farmer ($3, Tech I - Strength)
Unit - Citizen Farmer
Does not gain patrol zone benefits
If this unit patrolled last turn as a scavenger or technician gain 1 gold or draw a card respectively. If this unit patrolled as an Elite or Squad Leader place a +1/+1 rune on it.
1/4
Sounds like an interesting idea, not sure whether it should be allowed to target heroes - White has Snapback, after all, and compared to that this spell doesn’t even remove the hero/unit it’s targets, but is more flexible. And Grappling Hook is a fairly powerful spell as well. So on that baseline it could cost 3, just a touch on the expensive side? An niche spell that you tech if the opponent is playing a spec with fragile but value units or heroes. I can see this being useful against Peace engine or Vandy. An Immortal or maxband Rook? Not so much.
Maybe something like this:
Conscription (3)
Spell
Move a unit or hero into a patrol slot of your choice.
Note that this wouldn’t be able to target Rambaster or Juggernaut.
Well you could “target” them, but they wouldn’t be able to move into the patrol zone.
Also it should probably be opposing unit or hero, since there’s no benefit to targeting your own ever.
I don’t know, that’s starting to sound like “Cocaine Logic.” The rule as it currently stands is that your own units can’t patrol during your turn, and it’s crazy to suggest that you could (during your turn) patrol one of your units in someone else’s patrol zone for the sole purpose of killing it. I’m pretty sure if Sirlin ever saw that suggestion he’d immediately do whatever it took to prevent that from being possible.
Putting a unit in a patrol zone wouldn’t change its controller, so not sure how Jandra would kill their stuff even if you managed to get her into the patrol zone.
Hmm, that might be a grey area. In FFA at least you can lend patrollers to other players and they are counted for all intents and purposes to be their unit while it’s patrolling for them.
Thanks for pointing this out. I haven’t had any experience with Free For All. So does FFA change the game rule? I originally thought the controller of a patroller got the +1 card or +1 coin, but in FFA the Lender of the (thing) is the player that gets the ‘bonus’ I guess?
Yeah. FFA changes the game rules somewhat with its bounty (killing units nets the killer 1 gold) and the owner vs lender rules you stated, but I feel that the “your units can’t patrol during your turn” rule is less circumvented by FFA, and more just an edge case that doesn’t need to be addressed. So the rule might technically be “Your units can’t patrol in your own patrol zone during your turn”, but it doesn’t need to be stated that way because outside of FFA the issue will never come up. Much like how Rich Earth’s actual function as dictated by rulings is “Your workers cost 1 less”, but outside of the Map card Hard Times Mill (your workers cost 1 more) there is virtually no difference, so the rules is stated in a more accessible way rather than in a precise way that addresses all corner cases. Incidentally that also describes much of your problems with Codex nicely.
I thought in FFA you can only lend patrollers at the same timing as finalizing your own patrol. And when you lend patroller the unit is no longer under your control until the start of that players turn.
So technically you could lend Jandra to player then have another player kill her and nuke all that poor player’s units. (So minimum 3player ffa required)
Yes, that’s all correct and what I was referencing earlier, not sure which theoretical cocaine logic you’re replying to? I have yet to see that ‘combo’ happen in FFA, not for lack of trying.
The Nullcraft thing would require mind control, not active help from an opponent, because manufactured truth only works on your own stuff. Still way too much trouble for a win condition.
The T-Rex thing is similarly non viable in real games against an opponent trying to actually win, if only because you’d spend all game not putting down board presence by playing a ton of worker destruction or your opponent is actively assisting. If your opponent is not able to overwhelm you by just playing bodies while you play spells, then I am missing something. If you wanted to use the T-Rex in 2headed mode, you have an even bigger number of workers to destroy before the T-Rex could possibly eat himself.